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Revision as of 01:28, 4 February 2021 by Oldmanwang (talk | contribs)

Up to date as of Ver.4.00

Rage Art

R.d+1+2

m
55–82
2.87
25
20
-22
-5d
i20
r46
pc8~19
Damage increases with lower health
Rage Drive

R.d/f+3+4

m
25
3.01
8
15
-1
i16~17
r38
  • Hit vs BT +10a (+1a)
  • Bullet time 20f on hit
  • Bullet time 10f on block
  • Transition to r39 MS with f~n
  • Transition input can be delayed 11f

n

Jab

1

h
7
2.03
5
7
+1
+8
i10
r17
Recovery is very slightly off-axis to the right, changing the tracking of follow up moves
Left Right Combo

1,​2

h,​h
7,​9
2.83
-1
+5
i10
,i12
r20
  • Transition to r21 MS with f~n
  • Transition input can be delayed 6f

1,​2,​2

h,​h,​m
7,​9,​14
-13
-2
i10
,i20~21
r31
Left Right Combo to Revolution Zwei

1,​2,​2,​3

h,​h,​m,​h
7,​9,​14,​23
-3
+17a (+8a)
i10
,i21~23
r31
  • Tailspin
  • Transition to r37 HMS with 4
  • Transition input can be delayed 29f
Left Right Mid Kick

1,​2,​4

h,​h,​m
7,​9,​10
-12
-1
i10
,i18
r31
  • Holding 4 during startup will slow it by 1f for about every 2f held
  • Transition to r33 HMS with 3
Left Right Max Mid

1,​2,​4*

h,​h,​m
7,​9,​20
-7
+0
i10
,i30
r31
  • Hold for 26f
  • Tracks opposite direction to 1,2,4

1,​3

h,​h
7,​5
-11
+0
i10
,i16

1,​3:3

h,​h,​m
7,​5,​4
-10
+1
i10
,i9
  • 3f input window

1,​3:3:3

h,​h,​m,​h
7,​5,​4,​12
-18
i10
,i11
  • 2f input window
Right Cross

2

h
10
2.07
5
7
+1
+8
i10
r18

2,​1

h,​h
10,​8
2.99
-5
+6
i10
,i15~17
r22
  • Transition to r22 HMS with 3+4
  • Transition input can be delayed 6f
Combination Drei

2,​1,​1

h,​h,​m
10,​8,​18
4.36
-12
+3
i10
,i20~21
r30 FC
  • Floor break
Combination Hünf

2,​1,​3

h,​h,​h
10,​8,​24
4.42
-4
+20a (+11a)
i10
,i24~26
r28
  • Tailspin
Combination Vier

2,​1,​4

h,​h,​L
10,​8,​18
4.87
-16
+0
i10
,i25~27
r33
,cs16~

2,​2

h,​m
10,​14
2.28
-13
-2
i10
,i20~21
r31
Right Cross to Revolution Zwei

2,​2,​3

h,​m,​h
10,​14,​23
-3
+17a (+8a)
i10
,i21~23
r31
  • Tailspin
  • Transition to r37 HMS with 4
  • Transition input can be delayed 29f
Mist Kick

3

m
16
2.23
20
9
-8
+7
i14
r27
  • Transition to r27 HMS with 4
  • Transition input can be delayed 2f
Mist Wolf Combination

3,​3

m,​h
16,​18
2.61
-10
+1
i14
,i17
r29
Trick Kick

3~3

h
18
2.59
-10
+1
i30
r29
  • 13f input window
  • Recovery slowed by 1f if 4 pressed during startup
Mist Trap

3~3:4

h,​t
18,​25
2.59
+0d
i30
r29
1f input window
Magic Four

4

h
16
2.01
5
7
-9
+7
i11
r28
Spin Kick

4,​3

h,​h
16,​14
-14
-3
+2
i11
,i18
r33
Spinning Hammer Kick

4,​3,​3

h,​h,​m
16,​14,​20
-13
+8d
i11
,i19~21
r30
  • Floor break
Spin Kick Somersault Combo

4,​3,​4

h,​h,​m
16,​14,​25
-9
+24a (+14a)
i11
,i30~32
r29
,js22~

4,​4

h,​h
16,​6
2.28
-5
+6
i11
,i10
r24
Machine Gun Kicks

4,​4,​4

h,​h,​h
16,​6,​8
2.55
-5
+6
i11
,i10
r24
Lee Somersault

4,​u+3

h,​m
16,​25
-1
i11
,i33~35
r18
,js25~
  • Alternate input 4,u/f+3
  • Transition to r26 MS with f~n
  • Transition input can be delayed 17f
Pirouette Punch

1+2

m
20
2.63
-4
+3
i21~22
r28 FC
  • Homing
  • Floor break
  • Transition to r25 HMS with 3+4
  • Transition input can be delayed 2f

f

f+2

m
12
2.25
18
8
-9
+2
i14~15
r27
Double Signal

f+2,​1

m,​h
12,​24
3.96
-10
+42d (-16d)
i14
,i19~20
r30

f+3

m
6
2.63
7
18
-18
-7
i15
r37

f+3,​3

m,​m
6,​3
-18
-7
i15
,i8
r37

f+3,​3,​3

m,​m,​h
6,​3,​3
-18
-7
i15
,i8
r37

f+3,​3,​3,​3

m,​m,​h,​h
6,​3,​3,​3
-18
-7
i15
,i8~9
r36

f+3,​3,​3,​3,​3

m,​m,​h,​h
6,​3,​3,​3,​3
-18
+13 (+3a)
i15
,i8~9
r36
Acid Storm

f+3,​3,​3,​3,​3,​4

m,​m,​h,​h,​h,​h
6,​3,​3,​3,​3,​20
-7
+20a
i15
,i20~21
r32
  • Tailspin
  • Transition to r35 HMS with 3
  • Transition input can be delayed 26f
  • Alternate input
    • f+3,3,4
    • f+3,3,3,4
    • f+3,3,3,3,4

f+4

h
13
2.31
7
10
-7
+4
i11
r26
Deadly Cyclone

f+4,​1

h,​h
13,​16
3.76
-2
+13g
i11
,i24~25
r29
  • Tailspin
Deadly Arc

f+4,​3

h,​m
13,​18
3.74
-8
+6c
i11
,i21~23
r25
  • Spike
  • Transition to r21 HMS with 4
Aggressive One-Two

f+1+2

h,​h
10,​20
2.53
-13
+18a (+9a)
i13,i28~29
r31
Feather Landing

f+3+4

M,​M
10,​20
3.30
+4c
+8c
i30~32,i34~36
r27 FC
js14~33
  • Spike

d/f

Quick Upper

d/f+1

m
10
2.17
19
7
-1
+5
i13~14
r19
Can evade jabs on frames 6~9
Uppercut

d/f+2

m
12
2.06
6
6
-7
i15~16
r25
  • Hit vs crouch +4s
  • Can evade jabs on frame 9
  • Tracks right up to 18 frames sometimes

d/f+3

m
14
2.08
7
7
-8
+3
i15~16
r26

d/f+3,​2

m,​h
14,​11
3.14
-6
+5
i15
,i19~20
r24
Mercury Drive

d/f+3,​2,​3

m,​h,​m
14,​11,​23
4.70
-14
i15
,i22~21
r36
Front Kick

d/f+4

m
16
2.55
9
12
-9
+2
i13~14
r27
  • Transition to r27 HMS with 3
  • Transition can be delayed 2f

d/f+1+2

m
18
12
16
-9
-2
i20~21
r31
Revolution Zwei

d/f+1+2,​3

m,​h
18,​23
-3
+17a (+8a)
i20~21
,i21~23
r31
  • Tailspin
  • Transition to r37 HMS with 4
  • Transition input can be delayed 29f

d

Crouch Jab

d+1

s
5
1.55
-5
+6
i10
r24 FC
cs4~
  • Alternate input d/b+1
  • Transition to r24 with f
  • Transition input can be delayed 16f
Gut Polisher

d+2

m
17
2.39
6
18
-6
+8
i18~19
r26
Sliver Low

d+3

L
17
2.39
14
12
-17
-3
i16
r33 FC
cs6~
  • Transition to r31 HMS with 4
  • Transition input can be delayed 10f
  • Transition can be delayed 8f
Shin Kick

d+4

l
7
2.50
18
18
-13
-14
-2
i12
r32
Shin to Head Kick

d+4,​4

l,​h
7,​16
-9
+2
+27a (+17a)
i12
,i23
r28
  • Often notated d+4,n+4
  • Connects to 4 extensions
Shin Kick to Silver Cyclone

d+4,​4:3

l,​h!
7,​60
+9a (+0a)
i12
,i60~61
r39
cs25~45,js45~
  • Technically a cancel from d+4,4
    • 3 must be input on exactly the first frame of d+4,4 i.e., frame 13, or if d+4,4 is delayed, exactly one frame after 4
  • Cancel to r53 HMS with 3+4 on frames ,2~37

d+4,​d+4

l,​l
7,​8
-15
-16
-4
i12
,i20
r34
  • Often notated D+4,4

d+4,​d+4,​4

l,​l,​l
7,​8,​5
-15
-16
-4
i12
,i20
r34
  • Often notated D+4,4,4
Laser Edge Kick Combo

d+4,​d+4,​4,​4

l,​l,​l,​m
7,​8,​5,​21
-20
+11a (+2a)
i12
,i24~25
r38
  • Often notated D+4,4,4,4
  • Transition to r30 HMS with 3
  • Transition input can be delayed 2f
Silver Cyclone

d+3+4

h!
60
+9a (+0a)
i60~61
r39
cs25~45,js45~
Cancel to r53 HMS with 3+4 on frames ,2~37

d/b

Crouch Straight

d/b+2

s
8
1.80
5
9
-4
+7
i11
r23 FC
cs4~
Bump Kick

d/b+3

L
15
2.55
26
12
-12
+2
i20~21
r30
Spike
Crouch Shin Kick

d/b+4

l
7
2.30
18
17
-13
-2
i12
r32 FC
cs4~
Death Touch

d/b+1+2

m!,​m!
20,​30
+20a
i76 i90
r31
Cancel to r74 with u,u on frames 2~50
Grass Snake

d/b+3+4

L
17
2.75
29
15
-13
+4
i23~25
r29

b

b+1

h
8
2.61
7
12
+0
+6
i15
r19
If 1 is pressed on frames 12~14, adds 4 more damage and improves hitbox (~0.04 more range and better tracking)

b+1,​1

h,​m
8,​6
3.65
-5
+6
i15
,i20
r24
  • Cancel to r24 MS with f~n on frames 1~15
  • Transition to r20 HMS with 3+4
  • Transition input can be delayed 11 frames
Triple Tooth

b+1,​1,​2

h,​m,​h
8,​6,​15
4.86
-11
+1
i15
,i20
r34

b+1:1

h,​m
12,​6
3.65
-5
+6
i15
,i20
r24
  • Cancel to r24 MS with f~n on frames 1~15
  • Transition to r20 HMS with 3+4
  • Transition input can be delayed 11 frames
Triple Fang

b+1:1,​2

h,​m,​h
12,​6,​23
4.86
-6
+39d (-19d)
i15
,i20
r34
Rear Cross Punch

b+2

h
13
2.55
-5
+1
i14
r24
  • Transition to r20 MS with f~n
  • Transition input can be delayed 5f

b+2,​4

h,​h
13,​12
-8
-6
+19a (+9a)
i14
,i14~15
r35
  • Transition to r37 HMS with 3+4
  • Transition input can be delayed 24f
Super High Combination

b+2,​4,​3

h,​h,​h
13,​12,​21
-3
+22a (+13a)
i14
,i27~28
r27
,js13~
  • Tailspin

b+3

L
9
-14
-3
i15
r33
Stinging Rush

b+3,​3

L,​h
9,​15
-12
-3
,i19
r33
  • Transition to r28 MS with f~n
  • Transition input can be delayed 5f
Silver Heel

b+4

m
20
2.66
-3
+7c
i20~22
r20
  • Spike
  • Hit vs crouch +18d
  • Transition to r19 HMS with 3
  • Transition adds tracking if input mid startup

b+3+4

m
20
2.85
-15
+6a (-3a)
i20
r38
pc8~19
Wall bounce

u/b

Wheel of Fate

u/b+3

M
20
2.20
-13
+20a (+13a)
i18~22
r28

u

Hook

u+2

h
17
-12
+9~+10g
i15~16
r30
  • Alternate input:
    • u/b+2
    • u/f+2
Fake

u+3

r44
js9~28
  • Transition to r35 FC with D
  • Transition to r44 HMS with 3+4

u+4

m
15
1.70
-13
+19a (+9a)
i15~17
r29
js9~

u/f

u/f+3

m
12
3.09
-9
+2
i25~26
r27
js12~
Brilliant Rosé

u/f+3,​1

m,​m
12,​18
4.27
-12
+3
i25~26
,i21~22
r30 FC
  • Floor break
Double Mazurek

u/f+3,​4

m,​h
12,​23
3.93
-3
i25~26
,i25~27
r26
Tailspin
Silver Arrow

u/f+4

m
13
2.21
-13
i15~16
r30
js9~
Silver Bullet

u/f+3+4

h
27
+5
i22~24
r35
js9~
  • Transition to r32 HMS with 3+4
  • Transition input can be delayed 3f
Delayed Hopkick

u/f,​n,​4

m
25
-11
i23~25
r27
js9~

Motion input

Pulse Blast

f,​F+3

m
26
3.10
-11
+10a (+1a)
i14~15
r35
Can't be buffered
Deadly Edge

f,​F+4

h
22
2.41
-5
i16~17
r23
cs5~15
Can't be buffered
Lee Cutter

b,​B+4

h
23
2.67
+2
i19~21
r26
  • Homing
  • Tailspin
  • Transition to r23 HMS with 3
  • Can't be buffered
Blazing Kick

d,​D/B+4

M
24
3.23
-17
i22~24
r38
Can't be buffered

f,​f,​F+3

m
14
2.49
-9
+17a (+7a)
i14~15
r33
js9~
  • Alternate input wr3
  • Can't be buffered
Waxing Crescent

f,​f,​F+3,​4

m,​m
14,​26
4.27
+3
+24d (-11d)
i14~15
,i20~22
r29
,js1~
  • Alternate input wr3,4
  • Floor break
  • Transition to r26 HMS with 3
Back Handspring to Hitman

u/b,​b

r66 HMS

Throw

Knee Drive

f,​F+3+4

t
30
1.96
-4
i12
r27
Throw break 1+2

SS

Lee Screw Right

SSL.3+4

h
25
-2
+19a (+10a)
i17~20
r28
  • Tailspin
  • Transition to r31 HMS with 3
Lee Screw Left

SSR.3+4

m
28
-9
i20~23
r34
  • Tailspin
  • Transition to r37 HMS with 4

WS

ws1

m
13
1.98
-2
+7
i13~14
r20
Wonderful Combo

ws1,​4

m,​h
13,​17
3.17
-5
+4
i13~14
,i20
r28
  • Transition to r28 HMS with 3

ws2

m
12
2.33
-8
+3
i14~16
r25
Rocket Heel

ws2,​3

m,​m
12,​24
3.78
-13
i14~16
,i20~21
r33
Twister Heel

ws2,​4

m,​h
12,​23
3.71
-6
+18g
i14~16
,i27~28
r24
  • Tailspin

ws3

M
16
2.20
-21
-10
i10~12
r38
Tsunami Kicks

ws3,​3

M,​m
16,​11
2.65
-15
-4c
i10
,i15~16
r33
  • Transition to r33 HMS with 4
  • Transition input can be delayed 2f

ws3,​3,​d/f+3

M,​m,​m
16,​11,​10
-19
-8
i10
,i26
r38
Infinite Kicks Mid Chain

ws3,​3,​d/f+3,​3

M,​m,​m,​h
16,​11,​10,​10
-16
-5
i10
,i24
r35
  • Connect to INF
  • Hit vs BT +3a

ws3,​3,​d+3

M,​m,​l
16,​11,​8
-19
-8
i10
,i26
r38

ws3,​3,​d+3,​3

M,​m,​l,​m
16,​11,​8,​10
-19
-8
i10
,i24
r38
Infinite Kicks Low Chain

ws3,​3,​d+3,​3,​3

M,​m,​l,​m,​h
16,​11,​8,​10,​10
-16
-5
i10
,i24
r35
  • Connect to INF
  • Hit vs BT +3a

INF.3

m
10
-19
-8
,i24
r38
Infinite Kicks Mid Variation

INF.3,​3

m,​h
10,​10
-16
-5
,i24
r35
  • Connect to INF
  • Hit vs BT +3a

INF.d+3

l
10
-19
-8
,i24
r38

INF.d+3,​3

l,​m
10,​10
-19
-8
,i24
r38
Infinite Kicks Low Variation

INF.d+3,​3,​3

l,​m,​h
10,​10,​10
-16
-5
,i24
r35
  • Connect to INF
  • Hit vs BT +3a

INF.u+3

m
15
-19
+1a
,i19
r39

INF.u+3,​3

m,​m
15,​10
-19
-8
,i26
r38
Infinite Kicks Axe Variation

INF.u+3,​3,​3

m,​m,​h
15,​10,​10
-16
-5
,i24
r35
  • Connect to INF
  • Hit vs BT +3a
Toe Smash

ws4

m
16
2.22
-6
+5
i11~12
r24
  • Transition to r27 HMS with 3
  • Transition input can be delayed 2f

FC

FC.d+1

s
5
1.57
-5
+6
i10
r24 FC
cs1~
  • Alternate input
    • FC d/b+1
    • FC d/f+1
  • Transition to r24 with f
  • Transition input can be delayed 16f

FC.d+2

s
8
1.77
-4
+7
i11
r23 FC
cs1~
  • Alternate input
    • FC d/b+2
    • FC d/f+2

FC.d+3

l
12
-17
-3
i13
r33 FC
cs1~
Alternate input FC d/b+3

FC.d/f+3

L
12
-17
-3
i16
r33 FC
cs1~

FC.d+4

l
10
-15
-4
i12
r34 FC
cs1~
Alternate input FC d/b+4
Silver Tail

FC.d/f+4

L
17
2.76
-14
-3c
i16~17
r32 FC
Transition to r30 HMS with 3
Sliding

FC.d/f,​d,​D/F+3

L
22
3.54
-23
i16~20
r39 FU
cs1~15
Can't be buffered

FC.u/b+4

m
15
-17
-6
i18~28
r26 FC
js9~
  • Transition to r26 HMS with 3
  • Transition input can be delayed 17f

FC.u+4

m
22
-17
i18~28
r26 FC
js9~
  • Transition to r26 HMS with 3
  • Transition input can be delayed 17f
Catapult Flip

FC.u/f+4

m
25
-17
i18~28
r26 FC
js9~
  • Transition to r26 HMS with 3
  • Transition input can be delayed 17f

FC.U/B+4

m
25
-31
-20
i14~17
r47
js9~
Transition to r34 FC with D

FC.U+4

m
28
-31
+0a (-10a)
i14~17
r47
js9~
Transition to r34 FC with D
Catapult Assault

FC.U/F+4

m
30
-31
+0a (-10a)
i14~17
r47
js9~
Transition to r34 FC with D
Catapult Drop

FC.u/f+3+4

m,​M
30,​20
-4
+17a (+7a)
i46~49,i56~58
r31 FU
js9~45
  • Alternate input
    • FC u+3+4
    • FC u/b+3+4

HMS

Hitman (HMS)

3+4

r10 HMS
Hitman Sidestep

HMS.u~n

r29 HMS
  • Alternate input HMS d~n
  • Can cancel to any HMS attack
Hitman to Mist Step

HMS.f~n

r22 MS
Hitman Cancel

HMS.D

r1 FC
  • Alternate input
    • HMS D/B
    • HMS D/F
Hitman Guard

HMS.b

r1
Can only be done in "full" Hitman, with Lee's left hand performing the "come on" gesture
Freaker Jab

HMS.1

h
10
2.28
+0
+7
i12
r21 HMS
  • Cancel to HMS 3 with 3
  • Cancel to r19 MS with f~n

HMS.1,​1

h,​h
10,​10
-1
+7
i12
,i10
r22 HMS
  • Cancel to r22 MS with f~n

HMS.1,​1,​1

h,​h,​h
10,​10,​10
-1
+7
i12
,i10
r22 HMS
  • Cancel to r24 MS with f~n
Freaker Jab Rush

HMS.1,​1,​1,​1

h,​h,​h,​h
10,​10,​10,​10
-1
+7
i12
,i10
r22 HMS
  • Cancel to r24 MS with f~n
Excellent Combo

HMS.1,​4

h,​m
10,​17
-8
+2
i12
,i15
r32
  • Transition to r32 HMS with 3
  • Transition input can be delayed 1f
Scatter Blow

HMS.2

m
23
2.47
-13
i19~20
r33
Scatter Kick

HMS.3

h,​t
21,​20
2.58
-4
+0d
i17~19
r30
pc8~16
  • Homing
  • Tailspin
  • Hit vs BT +21a
  • Hit without throw +7a (max range or from side)
Shin Slicer

HMS.4

L
20
2.64
-26
i24~26
r29 FC
cs6~
Poison Touch

HMS.1+2

m,​m
10,​15
2.38
-7
+6
i15~16,i26~27
r25
Silver Slash

HMS.u/f+3

m
24
2.80
-9
+12a (+3a)
i20~22
r30
js9~
  • Wall bounce
  • Transition to r30 FC with D
Silver Circle

HMS.u/f+4

M
20
3.69
-8c
i25~29
r32
js16~

MS

Mist Step

f~n

r1 MS
  • MS lasts 22 frames
  • MS is in crouching state on frames 6~19
  • Can't be buffered

MS.3

m
10
2.25
-12
-1
i15~16
r30
js9~
Inverted Axle

MS.3,​4

m,​m
10,​10
3.44
-13
i15~16
,i15~16
r31
,js1~
Combo from 1.hit
Lee Sliding

MS.3+4

L
17
3.98
-35
+10a
i29~33
r47 FU
js6~23
Can't buffer moves during recovery
Sway

MS.b,​n

r1 Sway
  • Sway lasts 29 frames
  • Can only be done when MS is in crouching state
  • Gives access to ws moves for 4 frames
Spinning Axe Kick

Sway.4

L
18
3.40
-13
+3
i21~22
r31
cs1~

10 String

10 Hit Combo (2)

d/f+1,​2

m,​h
10,​5
2.97
-10
+1
i13~14
,i20
r29
10 Hit Combo (3)

d/f+1,​2,​2

m,​h,​h
10,​5,​6
3.84
-18
-7
i13~14
,i22
r37
  • Hit vs BT +13a (+3a)
10 Hit Combo (4)

d/f+1,​2,​2,​1

m,​h,​h,​h
10,​5,​6,​5
4.50
-10
+1
i13~14
,i13
r29
  • Can't buffer attacks during recovery
10 Hit Combo (5)

d/f+1,​2,​2,​1,​3

m,​h,​h,​h,​h
10,​5,​6,​5,​7
5.15
-25
-14
i13~14
,i22~23
r44
10 Hit Combo (6)

d/f+1,​2,​2,​1,​3,​3

m,​h,​h,​h,​h,​L
10,​5,​6,​5,​7,​6
5.90
-25
-14
,i24
r44
10 Hit Combo (7)

d/f+1,​2,​2,​1,​3,​3,​3

m,​h,​h,​h,​h,​L,​h
10,​5,​6,​5,​7,​6,​7
6.32
-25
-14
,i21
r44
10 Hit Combo (8)

d/f+1,​2,​2,​1,​3,​3,​3,​4

m,​h,​h,​h,​h,​L,​h,​h
10,​5,​6,​5,​7,​6,​7,​7
6.81
-17
-6
,i20
r36
10 Hit Combo (9)

d/f+1,​2,​2,​1,​3,​3,​3,​4,​3

m,​h,​h,​h,​h,​L,​h,​h,​h
10,​5,​6,​5,​7,​6,​7,​7,​10
7.55
-25
-5
,i18
r44
10 Hit Combo

d/f+1,​2,​2,​1,​3,​3,​3,​4,​3,​4

m,​h,​h,​h,​h,​L,​h,​h,​h,​m
10,​5,​6,​5,​7,​6,​7,​7,​10,​25
7.91
-20
+12a (+2a)
i13~14
,i32~34
r37
,js24~